![]() However, under certain conditions, “absolute” may be better. This question is often raised when refining equipment, dragons, etc.īasically, “%” is better in most cases. Example (see image at the beginning of this page).Note that the absolute value buff is added to the value after the % buff is applied. For example, if a soldier’s attack is 200 and the buff is +25%, the attack after the buff is applied is 250.įor absolute values, for example, if the soldier’s attack is 200 and the buff is +100, the attack after the buff is applied is 300. The +% is applied to the soldier’s original status. (-300% debuff)īuffs can be either percentage buffs, such as “+25%,” or absolute buffs, such as “+100. If the enemy’s buff is 800%, you can reduce it to 500%.If the enemy’s buff is 600%, you can reduce it to 300%. ![]() If the enemy’s buff is 300%, you can reduce it to 150%.If the enemy’s buff is 50%, you can reduce it to 25%.Therefore, even if you have a very high debuff, if the enemy’s buff is low, you will not be able to show your full potential.įor example, if you have a debuff of -300%, the effect will change depending on the enemy as follows. (You can’t reduce an enemy’s buff to 0%.) You can only reduce the enemy’s buff by half. It increases the stats of the troop in battle. Increasing a general’s stats increases the buffs provided by the general (you can see the buff values on the general’s cultivation screen). Initial Stats of SoldiersĪ common misconception – buffs do not amplify a general’s attack, defense, etc. It is possible to increase or decrease these values. Troops have defined stats such as an attack, defense, etc. Debuff – An effect that reduces an enemy’s buff.Buff – An effect that increases one’s ability (such as attack).Ist es ein Fluch, eine Ruine, ein Unterschlupf oder eine Punktekarte, nimm sie auf deine Hand. Pokud je to Kletba, ruina, útočiště nebo karta vítězných bodů, vezmi si ji do ruky.ĭecke die oberste Karte deines Nachziehstapels auf. Ukáž vrchní kartu svého dobíracího balíčku. If it's a Curse, Ruins, Shelter, or Victory card, put it into your hand. While Vagrant is far less useful when it reveals a card it cannot draw, this information can inform your deck tracking, or help you make use of effects that care about the top card of your deck, such as Chariot Race. Storeroom ), but it also applies in cases where drawing Victory cards is desirable, such as with multi-type cards like Nobles, or when you're drawing with Shepherd. This is sometimes possible with sifting effects that can convert the hand size increase into higher quality cards (e.g. In all of these scenarios, Vagrant can provide significantly more benefit if you can make good use of the cards it can draw. Vagrant can also sometimes help you work towards deck control in the early game before you’ve thinned your junk, or maintain deck control during heavy greening in the endgame. Less commonly, it may be useful if support effects such as Secret Passage can allow you to draw with it reliably. It's most likely to be worth getting Vagrant for this purpose in Kingdoms with very weak thinning (or Copper thinning only) or strong junking attacks such as Witch or Cultist. ![]() If your deck contains cards that Vagrant can draw, it can provide some value in helping you cycle through those more quickly, although because this is unreliable, thinning, sifting, or stronger sources of draw are far better ways to obtain full deck control. to access a Way such as Way of the Owl, as a target for vanilla bonus tokens, or for scoring with an effect such as Vineyard ), although the fact that it generally won't hurt your deck can make it worth picking up a copy or two when the opportunity cost is low, even in the absence of such effects. ![]() For these reasons, Vagrant is most impactful in Kingdoms that make cheap cantrips attractive (e.g. Therefore, in a well- thinned deck, it's most likely to provide no benefit beyond revealing the next card in your deck and even when it does draw a card, that card is unlikely to help you advance your turn. Vagrant is a weak cantrip that can act as non-terminal draw, but only for cards that are typically not very useful to draw, i.e.
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